I think a nurse rework is something necessary, so here’s a concept of one.
Nurse is a killer i’ve always had mixed feelings on, she’s not uncounterable, you could try and hide from her, but that usually requires specific perks (which feels a little flawed). But i just find it unfair she can teleport and ignore terrain instantly without a prerequisite and instantly being able to attack.
she’s also nightmarishly difficult to balance, her add-ons are a big problem and i understand, but she’s still the best killer who both has strong pressure and strong chase tools that could get even the greatest of survivors down in mere seconds.
I think that multiple killers need updates, for example blight also could use changing, but that’s more to add-ons and numbers since they’re fixing all the unfair techs. Nurse is a character i think could really use updating
so, to mentally prepare you, i’ve done a power rework with add-ons. I’ve tried to keep the spirit of her of teleporting through walls. It might “feel” similar to certain other killers at first, but it’s as unique as it could be without completely turning her into a new killer with her design.
i’m completely welcome to criticism to the concept for this, i just made this cuz i was bored :P
Changes:
STATS:
4.4MS (could change if necessary).
32M TR
Spencer’s Last Breath:
Breath marks:
You start the trial with 5 Breath charges that recharge overtime, Press and hold the power button to charge Create breath, allowing you to create a breath mark at the targeted position. The breath mark will take 3 seconds to fully appear and last for 40 seconds.
Survivors may choose to interact with a breath mark to quickly destroy it, but it leaves them breathless for 120 seconds, where they cannot destroy another mark for the duration.
Blinks:
Press the ability button to teleport to the targeted breath mark and start a Blink Chain, Limiting your base movement and preventing you from creating breath marks but allowing you to chain between breath marks, after teleporting and not attacking for a period of time or after doing an attack, the blink chain ends and you enter a fatigue. Any breath marks teleported to are destroyed.
Just for specification, here are specified power stats:
Power trivia:
Cooldown for breath charges: 15 seconds.
Range required for teleport: 24 meters.
Range required for teleport during blink chain: 48 meters.
Blink speed to or between marks: same as before.
Create breath delay before actual charge/readying time: 1 second.
Create breath charge movement speed: 3,8MS
Fatigue time: flat 3 seconds, unless you do an attack, increasing it by a second.
You can see the targeted position of create breath while charging (and aiming) it.
The auras of breath marks are revealed to the nurse at all times in white, unless it’s outside of targeting range.
Blink attacks count as special attacks.
Charging speed for the range is doubled compared to orignal (fyi if you don’t understand what it means, you know how the range of blink, gateway, etc. Increases the longer held down, that’s doubled).
Chain blink, time: 1,5 seconds. speed: 1,4MS.
Maximum Breath marks active at a time: 5.
Nearby sounds on spawning a breath mark.
Global sounds on teleporting to a breath mark.
Add-ons:
Wooden Horse: Reduces missed blink attack fatigue by 0,5 seconds.
White Nit Comb: become unable to lunge during post chain blink, gain 100% increased bloodpoints for blink attack score events.
Plaid Flannel: increases breathless duration upon a survivor destroying a breath mark by 30 seconds.
Metal Spoon: after completing a teleport to a breathe mark, automatically turn your camera to the nearest survivor within 8 meters.
Pocket Watch: reduces chain blink time by 0,2 seconds.
Dull Bracelet: increases maximum active breath marks by 1.
Dark Cincture: reduces token recharge time by 0,8 seconds.
Catatonic Boy’s Treasure: reduces fatigue time by 0,3 seconds.
Bad Man Keepsake: reveal the auras of all healing survivors with 32 meters of the Nurse while in chain blink.
Spasmodic Breath: hitting a survivor with a blink attack removes all of your breath charges, gain a 0,4MS speed increase for 20 seconds after a fatigue.
Heavy Panting: increases max spawn range of Create breath by 4 meters.
Fragile Wheeze: reduces create breath charge delay time by 0,4 seconds.
Ataxic Respiration: only teleporting 2 times during a blink chain reduces fatigue time by 1,25 seconds.
Anxious Gasp: Survivors that destroy breath marks have their aura revealed for 10 seconds.
Kavanagh’s Last Breath: reduces the time for a breath mark to fully appear after creating by 1 second.
Jenner’s Last Breath: while in a Blink chain, press the power button to teleport to beginning point of the Blink chain and end it immediately, causing a fatigue.
Campbell’s Last breath: The nurse immediately creates a breath mark that fully spawns in 1 second and last 6 seconds, 6 meters away from her in the directions she’s facing after completing a teleport to a breath mark. This can only trigger once every 10 seconds.
Bad Man’s Last breath: removes sounds upon teleporting to breath marks, while inside of a blink chain, you become undetectable.
Torn Bookmark: reduces breath charges by 2, reduces maximum active breath marks by 3, increases breath mark duration by 90 seconds, removes range requirement for teleporting to a breath mark.
Match box: reduces breath charges by 2, attacks performed once every 20 seconds creates a breath mark 8 meters away in direction the nurse is facing. Using create breath instantly teleports you to it and starts a blink chain.
if any of these changes aren’t good or lack, please suggest a way to improve it. Also, sorry for any spelling mistakes, please note and i will correct any.
Comments
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Nurse rework is not necessary until the Devs buff killers to be able to compete against high level swf. They will also need to nerf maps and make all loops 50/50 for both sides.
If people on here agree that swf is not a problem because “only a few” are competitive sweat squads, then they should agree that Nurse isn’t a problem because only a few players are actually really good with her.
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And they also shouldn’t nerf Dead Hard without nerfing Nurse. Dead Hard is almost required against her.
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If it's a valid argument that BHVR shouldn't balance towards the top end of play because running into a "death squad" SWF is extremely rare, then it also applies to Nurse. There aren't a lot of players that are unstoppable with Nurse, and even less console gamers.
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She is for the High tier SWF and that is ok.
For normal players she is overkill if decent.
I just had an unpleasant match against a nurse with 4k at 4 gens.
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Stoooooooooooooooooooop. There's one of these threads every day. Stop.
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I don’t think dead hard is a problem. Nothing wrong with strong perks. The biggest issue I think are maps that just have too many strong tiles right next to each other.
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It’s a problem against M1 killers, but it needs to stay the way it is right now because of Nurse. What can survivors do against a Nurse bringing all the strongest things without having Dead Hard?
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Her second blink attack and beyond should be considered a special attack instead of normal
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Damn, this would suck...
This feels like a bad Hag.
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So you leave a trail of lil farts behind you that survivors can see and just kinda hope they bumble into them? Ok then.
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This just feels like dredge but worse.
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They should never do that. In fact i think if you're good with nurse you deserve to play her. Everytime i play Nurse it's because i'm tired of those bad manners that survivors have. Something just snaps. And i don't think i'm alone with this mindset.
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Thats like a mix of hag and pinhead
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I find Spine Chill, Lithe and Stealth Play to work well enough for me against her. As long as everyone splits up and pays attention, we can waste plenty of her time if we sneak away. While I understand stealth isn't the most popular, people need to realize that they need to switch up tactics against different killers and sometimes stealth is best.
Even if you hate stealth, if you pay attention, and see the Nurse coming, you can start running before she gets to your gen and force her to waste her blink to catch up, or to traverse the map like a snail. Get to the next loop, and Lithe away to waste more of her time. Iron Will is also good since it can let you sneak away and break the chase.
Nurse isn't an unbeatable Monster. Sure, she is a Monster, but I look at her as the hard mode or the Boss of Dbd. They really just need to fix their match making and make other killers more viable to attract more killer players to play the game and keep the top tier Nurse players paired up against the top tier swfs.
Finally, I still don't think DH is the problem for M1 killers. They just lack tools to keep up the pressure and be more threatening. The problem is their kit and maps, not DH.
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Just like how there's 5 dead hard threads a day.
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Yeah, and?
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Nurse rework isnt needed.
All they have to do is remove range blinks
And this one even streamers say it make Nurses blink hits Special attack.
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Thats just few bad map RNG, its the same as when we get a Nurse in The Game/Midwich do you feel bad for survivors that you can instantly go across map, no.
You just play it out and hope for the best.
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this
can people STOP asking for Nurse nerf when everyone else is super weak.
Why are you not asking for buffs for trapper, ghostface, pig, trickster, cenobite, wraith etc etc but one killer that actually can 4k these days in dead hard/coh/huge maps meta needs to be nerfed?
Nurse is literally an answer to the huge imbalance that exist towards most of the roaster who simply cannot deal with the stuff survivors have if survivors know how to play optimally. Good tiles chained together and a huge maps are the survivor's version of ''can go trough walls''
So if a player is good with Nurse, survivors should not be able to deal with them that easily.
Blight and Nurse are like the only killers who can compete against good survivors, while the rest cannot
So if someone good wants to play killer and win against a good team they have 2 options, while a good coordinated team can pretty much lose against 2 killers out of 25+ and maybe have 3e/2e against a camping bubba, that's it. How is that even close to being fair?
And if you are bad with Nurse you will lose, if you are bad as a survivor you will lose against pretty much everyone
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Not if you know how to play.
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If the devs manage to find a way to make more killers viabel against high level survivors, map nerfs won't need to happen anymore.
I am still hoping for some form of baseline slowdown when the perk update happens. But I guess the big problem would still be how differently balanced the maps are. So you will still end up with maps that are killer sided, and survivor sided. They need to be evened out.
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So what's your point?
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It's been done to death and needs to stop. Exactly what I said the first time.
This isn't a dead hard thread, hoss. Feel free to express your disappointment with those threads, in those threads.
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